AERA Artifacts paper

Role of Artifacts in Programming and Physics Learning with Emile

Mark Guzdial
College of Computing, Georgia Institute of Technology
guzdial@cc.gatech.edu
Paper presented at the 1995 AERA Symposium
"Artifacts of Learning: A Perspective on Students' Learning Processes and Strategies through their Learning Products"

Emile is a scaffolded programming environment in which students created simulations and multimedia presentations in physics in pursuit of physics and programming learning (Guzdial, 1994; Guzdial, 1993). The principles that Emile was based upon were that the process of designing and creating an artifact(a simulation or presentation)would be a rich learning opportunity for students, and that with appropriate scaffolding (Collins, Brown, & Newman, 1989; Rogoff, 1990; Wood, Bruner, & Ross, 1975), students should be able to undertake this activity with little prior knowledge about programming, physics, or design. The goals that I(as the designer/developer of Emile and of the workshop in which it was used)had for the artifacts that students attempted in Emile were:

This paper addresses how the specific artifacts that students created in Emile related to the kind of learning that took place. In particular, I argue that:

In the following sections, I present Emile briefly(Section 1) present some of the students' artifacts and how they talked about them(Section 2) and present how student process on the artifacts differed(Section 3) and how student learning and process were related.

1. Emile

Emile is an environment where students build models and test them as simulations. They are prompted to write about what they are doing in a Design Notebook. The Design Notebook is also where students define the components of their model. The components are assembled in a Project Window which is where the simulation ran. In addition, a number of supporting facilities are provided, which can be modified from a Preferences page in the Design Notebook.

Figure 1 is the view that a student has after choosing to create a new, empty project from the File menu.

Figure 2 is a screenshot of a Project Window depicting a sample of the kind of program that a student might create with Emile.

Figure 1: Emile screenshot

Figure 2: A sample project created in Emile

2. Student Artifacts

Students created three simulations and one multimedia presentation in a three week(M-F, three hours a day)summer workshop. Five students participated in the workshop. Below is one of the project assignments given to the students, and two examples of student artifacts

Figure 3 is a screenshot of student B's two-dimensional projectile simulation. He chose to separate into two separate buttons the functionality from the Positive Gravity button provided in the Library: Actual launching(in the Launch It button)and clearing the screen(Clear Screen button) He adds a third button that wasn't in the original simulation, Reset.

Figure 3: Student B's 2-D projectile motion simulation

Figure 4 is a screenshot from student C's two-dimensional projectile simulation.

Figure 4: Student C's 2-D projectile motion simulation

Generally, Student B's artifact is somewhat more sophisticated than Student C's, although not extensively. Both provide the same core functionality, and both programs work fine. Student B separated off the functionality of clearing the screen, and also spent a little more time on the appearance of his project.

Students seemed to be aiming their artifacts towards an(unseen)audience. I offer three pieces of evidence for this observation:

R: Why didn't you use multimedia in your final project?
B: My idea was a lot better than any multimedia thing.
S: There wasn't really that much you could do.  The videodisc and the CD, I mean, how many people have videodisc players and CD players?
L: If you wanted to show it to other people, it's hard.
S: And I don't consider recording sound anything special.

3. Student Process

Emile kept recordings of events in the students' interactions with the user interface. Here's a description of how each of these two students started their artifacts:

Student B began with articulation and more creation of new objects than copying of Library objects:

This project will be to create a button to launch from any particular place on the screen that the user defines.  The user can also select the velocity(both vertical and horizontal)  This will help people to understand the strange and crazy laws of physics.  So I hope you like it.
Today was an OK day in terms of productivity, but I didn't do that much.  This is a new project called Launching Things.  It is going to work but I don't know when.

Student C made extensive use of the library with frequent testing as he began his program three:

Today I started to create my button which will move up and have horizontal pull at the same time.

I note a difference in style between Student B's and Student C's processes:

The fourth program in the project was a student-selected goal. Student B attempted a video game including an airplane, a parachutist, and buildings. Student B also began to attempt to write code directly, rather than rely on components from the Library. Student C tried to create a button which fell(in one dimension)then bounced. He did not try to write code directly.

4. Student Learning

There were substantial learning differences between students using Emile. Learning was measured through pre- and post-workshop clinical interviews on near-transfer tasks. For example, while students created simulations of objects falling or launching, the clinical interview asked about rocks falling off buildings or people walking up the street to the local ice cream shop. Thus, the tasks were focussed on applying the knowledge to relatively common events.

On the pre-interview, neither student(B or C)was able to even attempt a problem involving calculating the time to impact and terminal velocity for a rock falling from a two story building. They both said that they had no idea how to compute that and asked to go on.

On the post-interview, Student C was again unable to solve the problem, but he had more of an understanding of what the problem was about and what variables were involved. He did not understand how the variables relate nor the causal and temporal relationships involved in the problem.

C: If you dropped it off the building, it would go out just a little bit...no, it wouldn't.  are you just dropping it?
R: You're just dropping it
C: Then it will probably fall straight down.
R: How fast do you think it's going when it hits?
C: Is this four floors?
R: Three stories
C: The only way to know exactly is if you know how tall the building is.
R: Okay, let's take a guess.  how tall do you think the building is?
C: I have no idea
R: It's three stories, let's say that it's 10 feet per story, so it's 30 feet.
C: 30 feet, so...you'd have to figure it out using that per-second-per-second.  You'd have to take the velocity that it's falling, and you have to take the...it's hard to say, I'd have to write it out.
R: Would you like pencil and paper?
C: Okay
R: <Gives him pen and paper>
C: <Draws a long vertical line>  Then you just have to guess at how fast it's going per-second-per-second.
R: Yeah, you could.  Go ahead and take a guess.
C: I guess...it's 30 meters, feet, 30 feet.  you have to get from there in 30 feet.(Motioning to his paper.) That's what...things fall a couple miles per second..  It depends on how big of a rock, how fast it's going to accelerate.

Student B, on the other hand, gave a rather sophisticated answer:

R: Can you tell me how long it took the rock to get to the ground?
B: It would be about one second
R: Okay, where did you get that from?
B: If the acceleration is 30 feet per second per second, then per second it will be going 30 feet per second, then it will just take a little longer for it to get to the ground.
R: Why?
B: Because you have to divide the, to get the average velocity, which is how fast it's going, and how you can measure how far it's gone, you have to...let's see...it will be going, it will be going 15 meters per second.  Maybe two seconds, I guess.
R: Why?
B: Because...1.5 seconds.  Because, by the time it's accelerated the second second, it will be going about 45 feet per second, so it'll have to be between the first and second second that it hits the ground.
R: In the second second, it's going 45 feet per second?
B: Yeah, I think so.
R: Where did you get that number from?
B: Umm, adding the 30 meters per second, you add that to the 45, and you have to divide it by 2.  Oh yeah, I forgot about that part.  So that'll be 22.5 feet per second.  22.5 meters, I mean, feet per second.  Then it'll probably be 2 and a half seconds.

5. Summary: Relating Artifact and Process to Learning

Students B and C built relatively similar artifacts during the Emile workshop. However, their learning was markedly different. Student B gained a greater depth of understanding of relationships between variables in kinematics and was able to explain how these variables and relationships spelled themselves out over time in a simulation. Student C did learn, but his learning was more limited: He became aware of concepts and he developed some new ideas of how to undertake some problem-solving processes.

I attribute the difference in learning between Students B and C to the difference in their process. Because Student B explored more options in his artifacts(including trying to build his artifacts at a lower-level than did Student C)and was more reflective, he had a greater opportunity(1)to understand his simulations and(2)to explore how to develop them further. There are a number of factors which might have influenced why these students' processes differed.

The artifact certainly plays some role in the learning. In particular, the characteristics of the artifact define the space of potential learning for the student. The potential space is large and multi-disciplinary. For Emile, the space includes various parts of kinematics, computer science, and design. For Harel's ISDP, the space included mathematics(fractions) computer science, design, and visual design (Harel, 1991). However, the space for either project probably did not include, say, political science or quantum mechanics.

By defining the potential space of learning, the artifact is also limiting the potential motivational impact of the artifact, and thus, the process. Students who are not interested in kinematics, computer science, nor design would probably not be motivated to succeed at creating Emile artifacts.

If it's the process that determines whether learning occurs and the depth to which it occurs, the challenge for successful project-based learning is to facilitate the student's use of a good process. Such facilitations may include a constructionist learning curriculum (Harel, 1991; Kafai, 1993; Papert, 1991), a rich learning environment such as Boxer (diSessa, Abelson, & Ploger, 1991) or Emile, or a collaborative experience (Guzdial, Rappin, & Carlson, 1995; Ruopp, Gal, Drayton, & Pfister, 1993; Scardamalia, Bereiter, McLean, Swallow, & Woodruff, 1989). Process, more than product, seems to be where learning occurs in an artifact-centered learning experience.

References

Collins, A., Brown, J. S., & Newman, S. E.(1989) Cognitive apprenticeship: Teaching the craft of reading, writing, and mathematics. In L. B. Resnick(Eds.) Knowing, Learning, and Instruction: Essays in Honor of Robert Glaser(pp. 453-494) Hillsdale, NJ: Lawrence Erlbaum and Associates.

diSessa, A. A., Abelson, H., & Ploger, D.(1991) An overview of Boxer. The Journal of Mathematical Behavior, 1(1) 3-15.

Guzdial, M.(1994) Software-realized scaffolding to facilitate programming for science learning. Interactive Learning Environments, In Press.

Guzdial, M., Rappin, N., & Carlson, D.(1995) Collaborative and multimedia interactive learning environment for engineering education. In ACM Symposium on Applied Computing 1995(pp. Accepted.)

Guzdial, M. J.(1993)Emile: Software-realized scaffolding for science learners programming in mixed media. Unpublished Ph.D. dissertation, University of Michigan.

Harel, I.(1991) Children Designers: Interdisciplinary Constructions for Learning and Knowing Mathematics in a Computer-Rich School. Norwood, NJ: Ablex.

Kafai, Y. B.(1993)Minds in Play: Computer Game Design as a Context for Children's Learning. Unpublished Ph.D. Dissertation, Graduate School of Education of Harvard University.

Papert, S.(1991) Situating constructionism. In I. Harel & S. Papert(Eds.) Constructionism(pp. 1-11) Norwood, NJ: Ablex Publishing Company.

Rogoff, B.(1990) Apprenticeship in thinking: Cognitive development in social context. New York: Oxford University Press.

Ruopp, R., Gal, S., Drayton, B., & Pfister, M.(Ed.)(1993) LabNet: Toward a Community of Practice. Hillsdale, NJ: Lawrence Erlbaum and Associates.

Scardamalia, M., Bereiter, C., McLean, R., Swallow, J., & Woodruff, E.(1989) Computer-supported intentional learning environments. Journal of Educational Computing Research, (1) 51-68.

Wood, D., Bruner, J. S., & Ross, G.(1975) The role of tutoring in problem-solving. Journal of Child Psychology and Psychiatry, 17, 89-100.